// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Casing.generated.h"

class UStaticMeshComponent;
class USoundBase;

UCLASS()
class BLASTER_API ACasing : public AActor
{
	GENERATED_BODY()
	
public:	
	ACasing();
protected:
	virtual void BeginPlay() override;
	UFUNCTION()
	virtual void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp,
									 FVector NormalImpulse, const FHitResult& Hit);

	
private:
	UPROPERTY(VisibleAnywhere)
	UStaticMeshComponent* CasingMesh;
	UPROPERTY(EditAnywhere)
	float ShellEjectionImpulse;
	UPROPERTY(EditAnywhere)
	USoundBase* ShellSound;


	
public:	

};
